array texture shader

This commit is contained in:
2024-04-06 17:02:11 -04:00
parent a8f385630d
commit 0945ee4023
3 changed files with 111 additions and 67 deletions

View File

@@ -1,56 +1,58 @@
#import bevy_pbr::{ #import bevy_pbr::{
forward_io::VertexOutput, pbr_fragment::pbr_input_from_standard_material,
mesh_view_bindings::view, pbr_functions::alpha_discard,
pbr_types::{STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT, PbrInput, pbr_input_new},
pbr_functions as fns,
} }
#import bevy_core_pipeline::tonemapping::tone_mapping
@group(2) @binding(0) var my_array_texture: texture_2d_array<f32>; #ifdef PREPASS_PIPELINE
@group(2) @binding(1) var my_array_texture_sampler: sampler; #import bevy_pbr::{
prepass_io::{VertexOutput, FragmentOutput},
pbr_deferred_functions::deferred_output,
}
#else
#import bevy_pbr::{
forward_io::{VertexOutput, FragmentOutput},
pbr_functions::{apply_pbr_lighting, main_pass_post_lighting_processing},
}
#endif
struct ChunkMaterial {
array_texture: texture_2d_array<f32>,
array_texture_sampler: sampler,
}
@group(2) @binding(100)
var<uniform> chunk_material: ChunkMaterial;
@fragment @fragment
fn fragment( fn fragment(
in: VertexOutput,
@builtin(front_facing) is_front: bool, @builtin(front_facing) is_front: bool,
mesh: VertexOutput, ) -> FragmentOutput {
) -> @location(0) vec4<f32> { // generate a PbrInput struct from the StandardMaterial bindings
let layer = i32(mesh.world_position.x) & 0x3; var pbr_input = pbr_input_from_standard_material(in, is_front);
// Prepare a 'processed' StandardMaterial by sampling all textures to resolve
// the material members
var pbr_input: PbrInput = pbr_input_new();
pbr_input.material.base_color = textureSample(my_array_texture, my_array_texture_sampler, mesh.uv, layer); // alpha discard
#ifdef VERTEX_COLORS pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color);
pbr_input.material.base_color = pbr_input.material.base_color * mesh.color;
#ifdef PREPASS_PIPELINE
// in deferred mode we can't modify anything after that, as lighting is run in a separate fullscreen shader.
let out = deferred_output(in, pbr_input);
#else
var out: FragmentOutput;
// apply lighting
out.color = apply_pbr_lighting(pbr_input);
let layer = i32(in.world_position.x) & 0x7;
out.color = textureSample(chunk_material.array_texture, chunk_material.array_texture_sampler, in.uv, layer);
// apply in-shader post processing (fog, alpha-premultiply, and also tonemapping, debanding if the camera is non-hdr)
// note this does not include fullscreen postprocessing effects like bloom.
out.color = main_pass_post_lighting_processing(pbr_input, out.color);
// we can optionally modify the final result here
out.color = out.color * 2.0;
#endif #endif
let double_sided = (pbr_input.material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u; return out;
pbr_input.frag_coord = mesh.position;
pbr_input.world_position = mesh.world_position;
pbr_input.world_normal = fns::prepare_world_normal(
mesh.world_normal,
double_sided,
is_front,
);
pbr_input.is_orthographic = view.projection[3].w == 1.0;
pbr_input.N = fns::apply_normal_mapping(
pbr_input.material.flags,
mesh.world_normal,
double_sided,
is_front,
#ifdef VERTEX_TANGENTS
#ifdef STANDARD_MATERIAL_NORMAL_MAP
mesh.world_tangent,
#endif
#endif
mesh.uv,
view.mip_bias,
);
pbr_input.V = fns::calculate_view(mesh.world_position, pbr_input.is_orthographic);
return tone_mapping(fns::apply_pbr_lighting(pbr_input), view.color_grading);
} }

View File

@@ -1,3 +1,4 @@
use bevy::asset::LoadState;
use bevy::pbr::{ExtendedMaterial, MaterialExtension}; use bevy::pbr::{ExtendedMaterial, MaterialExtension};
use bevy::render::render_resource::{AsBindGroup, ShaderRef}; use bevy::render::render_resource::{AsBindGroup, ShaderRef};
use bevy::{pbr::CascadeShadowConfig, prelude::*}; use bevy::{pbr::CascadeShadowConfig, prelude::*};
@@ -14,9 +15,12 @@ pub struct PhosGamePlugin;
impl Plugin for PhosGamePlugin { impl Plugin for PhosGamePlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.add_plugins(PhosCameraPlugin); app.add_plugins(PhosCameraPlugin).add_plugins(MaterialPlugin::<
ExtendedMaterial<StandardMaterial, ChunkMaterial>,
>::default());
app.add_systems(Startup, init_game) app.add_systems(Startup, init_game)
.add_systems(Startup, (load_textures, create_map).chain()); .add_systems(Startup, (load_textures, create_map).chain());
app.add_systems(Update, (check_texture, spawn_map));
app.add_plugins(bevy::diagnostic::FrameTimeDiagnosticsPlugin) app.add_plugins(bevy::diagnostic::FrameTimeDiagnosticsPlugin)
.add_plugins(bevy::diagnostic::EntityCountDiagnosticsPlugin) .add_plugins(bevy::diagnostic::EntityCountDiagnosticsPlugin)
.add_plugins(bevy::diagnostic::SystemInformationDiagnosticsPlugin) .add_plugins(bevy::diagnostic::SystemInformationDiagnosticsPlugin)
@@ -45,24 +49,42 @@ fn init_game(mut commands: Commands) {
transform: Transform::from_xyz(500., 260.0, 500.).looking_at(Vec3::ZERO, Vec3::Y), transform: Transform::from_xyz(500., 260.0, 500.).looking_at(Vec3::ZERO, Vec3::Y),
..default() ..default()
}); });
commands.insert_resource(PhosMap::default());
} }
fn load_textures( fn load_textures(
mut commands: Commands, mut commands: Commands,
asset_server: Res<AssetServer>, asset_server: Res<AssetServer>,
mut images: ResMut<Assets<Image>>,
) { ) {
let main_tex = asset_server.load("textures/world/stack.png"); let main_tex = asset_server.load("textures/world/stack.png");
commands.insert_resource(ChunkAtlas { commands.insert_resource(ChunkAtlas {
handle: main_tex.clone(), handle: main_tex.clone(),
is_loaded: false,
}); });
}
//todo: wait for texture to load fn check_texture(
let image = images.get_mut(&main_tex).unwrap(); asset_server: Res<AssetServer>,
mut atlas: ResMut<ChunkAtlas>,
mut map: ResMut<PhosMap>,
mut images: ResMut<Assets<Image>>,
) {
if atlas.is_loaded {
return;
}
if asset_server.load_state(atlas.handle.clone()) != LoadState::Loaded {
return;
}
let image = images.get_mut(&atlas.handle).unwrap();
// Create a new array texture asset from the loaded texture.
let array_layers = 7; let array_layers = 7;
image.reinterpret_stacked_2d_as_array(array_layers); image.reinterpret_stacked_2d_as_array(array_layers);
atlas.is_loaded = true;
map.ready = true;
map.regenerate = true;
} }
fn draw_gizmos(mut gizmos: Gizmos, hm: Res<Map>) { fn draw_gizmos(mut gizmos: Gizmos, hm: Res<Map>) {
@@ -95,13 +117,7 @@ fn draw_gizmos(mut gizmos: Gizmos, hm: Res<Map>) {
} }
} }
//todo: run after textures are ready fn create_map(mut commands: Commands) {
fn create_map(
mut commands: Commands,
mut materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, ChunkMaterial>>>,
mut meshes: ResMut<Assets<Mesh>>,
atlas: Res<ChunkAtlas>,
) {
let heightmap = generate_heightmap( let heightmap = generate_heightmap(
&GenerationConfig { &GenerationConfig {
layers: vec![ layers: vec![
@@ -162,6 +178,21 @@ fn create_map(
2, 2,
); );
commands.insert_resource(heightmap);
}
fn spawn_map(
heightmap: Res<Map>,
mut commands: Commands,
mut materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, ChunkMaterial>>>,
mut meshes: ResMut<Assets<Mesh>>,
atlas: Res<ChunkAtlas>,
mut map: ResMut<PhosMap>,
) {
if !map.ready || !map.regenerate {
return;
}
map.regenerate = false;
let chunk_material = materials.add(ExtendedMaterial { let chunk_material = materials.add(ExtendedMaterial {
base: StandardMaterial { base: StandardMaterial {
base_color: Color::WHITE, base_color: Color::WHITE,
@@ -175,21 +206,22 @@ fn create_map(
for chunk in &heightmap.chunks { for chunk in &heightmap.chunks {
let mesh = generate_chunk_mesh(&chunk, &heightmap); let mesh = generate_chunk_mesh(&chunk, &heightmap);
let pos = offset_to_world(chunk.chunk_offset * Chunk::SIZE as i32, 0.); let pos = offset_to_world(chunk.chunk_offset * Chunk::SIZE as i32, 0.);
commands.spawn(MaterialMeshBundle { commands.spawn((
mesh: meshes.add(mesh), MaterialMeshBundle {
material: chunk_material.clone(), mesh: meshes.add(mesh),
transform: Transform::from_translation(pos), material: chunk_material.clone(),
..default() transform: Transform::from_translation(pos),
}); ..default()
},
PhosChunk,
));
} }
commands.insert_resource(heightmap);
} }
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)] #[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
struct ChunkMaterial { struct ChunkMaterial {
#[texture(0, dimension = "2d_array")] #[texture(100, dimension = "2d_array")]
#[sampler(1)] #[sampler(101)]
array_texture: Handle<Image>, array_texture: Handle<Image>,
} }

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@@ -1,7 +1,17 @@
use bevy::asset::Handle; use bevy::asset::Handle;
use bevy::prelude::{Image, Resource}; use bevy::prelude::{Component, Image, Resource};
#[derive(Resource)] #[derive(Resource)]
pub struct ChunkAtlas { pub struct ChunkAtlas {
pub handle: Handle<Image>, pub handle: Handle<Image>,
pub is_loaded: bool,
} }
#[derive(Resource, Default)]
pub struct PhosMap {
pub ready: bool,
pub regenerate: bool,
}
#[derive(Component)]
pub struct PhosChunk;